function EFFECT:Init(data)
	self.LifeTime = 1.5;
	
	-- ######################## Dynamic light

		local dynlight = DynamicLight(0);
		dynlight.Pos = data:GetOrigin();
		dynlight.Size = 400;
		dynlight.Decay = 300;
		dynlight.R = 40;
		dynlight.G = 142;
		dynlight.B = 255;
		dynlight.DieTime = CurTime()+self.LifeTime+3;
	
end

--################### Render the tracer @aVoN
function EFFECT:Render()
	if(not (self.Target and self.Target:IsValid())) then self.draw = false end;
	if(not self.draw or self.Created+self.LifeTime < CurTime()) then return end;
	local multiply = self.Scale*(self.Created+self.LifeTime-CurTime())/self.LifeTime;
	self.Color[4] = 255*multiply;
	self.Entity:SetColor(unpack(self.Color));
	-- Draw first mat overlay
	-- SetMaterialOverride(self.Material1);
	-- self.Entity:DrawModel();
	-- --if(not self.Target.Dissolve) then -- Reactivated. This has been added because the disintegration effect made it flickering for no reason. Solution was to remove alpha fading in the disint. effect
		-- -- Second materail overlay
		-- SetMaterialOverride(self.Material2);
		-- self.Entity:DrawModel();
	-- --end
	-- -- Undo overlay
	-- SetMaterialOverride(nil);
end

--################### Think @aVoN
function EFFECT:Think()
	return (self.draw and self.Created+self.LifeTime > CurTime());
end
